#More Interiors [2.5.0] - Major_And_Skiz
1 messages · Page 4 of 1
Ohhhh, wait are you talking about a new room for bunker? Masa thought you were talking about a new interior 😭
Military theme makes sense now
we are working on maintenace sewer coming
You could make it a huge room yeah
What do you think of Giant idea though?
Ohhh, that looks nice. Also different from Scoopy's sewers :D
this is one tile from new before we do any texutre and stuff
Any plans with the three red wheel at the door there? 👀
Definitely liking this look. Feels more like you are above the sewer, rather than inside/under the sewer
ye exaclty
i really really love that design, it looks so cool and unique!
really fits with the LC style in my opinion
Ooooooo
Everything is working except one person keeps clipping through the map when they enter the bunker
using it with meltdown
prob desync
more sets 🤯 I'm excited
I think some things are getting figured out with #1199756974368227439
Pffft
has anyone had problems trying to pick up the OldRadio item? it won't let me pick it up
i havent tried it yet but does your typewriter happen to have tippy sounds lmao
Sorry if this has already been asked, but could we get a config for the custom items? They're great, but I'd like for them to only spawn on certain moons (I was getting them even with other interiors, not sure if thats intentional?)
hmm should only be just in the bunker interior
I don't know how other scrap mods handle spawning scrap but I set it to only spawn on the new spawn points for the bunker unless some other mod has override of this
I would like to add a suggestion for the ideas around the old radio. Old radio should could be one-way. You can hear people but they can't hear you. Also, constant static effect?
If it's possible to modify voices coming through the walkie it would be fitting to make them really tinny
is the scrap value for bunker scrap changeable? the value is set quite low for it, i'd find big items worth 40~ while the normal big axel is like 58~
I can change it but on the normal stuff large axle it is a range from 40 to 80 with a 80% sales rate
Yes me and Skiz were talking about that
I tried just using the same script as the walkie talkies and it sort of worked but will see if I can just modify it to work for radio
Current in works
- tile set for maintenance sewer
- config syncing so
- adjustments to scrap
- add config for scrap
- new apparatus model
Ideas to add/note down
- one way old radio (hear player radios)
- ridable rocking horse animation (would be funny)
- gramophone noise animation
- new tiles for bunker
Workshop, Armory, Maintenance Room - Bunker style terminal operated door
Type writer effect and noise - Rusty broken WW1 rifle
- Control Room for stuff in bunker/sewer
- Skeletons of old bunker residents
- Sellable Skeleton bodies with uniform
- Old Army Boots
- Different doors for bunker
don't know if you're looking for ideas but:
- a hall with glitching (moving but not quit opening/closing) vanilla security doors, bonus points for sounds and sparks
would really fuel the "decrepit and abandoned" feel for the Facility
Oh like the ones you use with the terminal
Added to ideas
a ding sound for the typewriter?
hm
are you able to do like events in the interior with the terminal?
like how you can open/close the doors in the facility
or in the office interior, you can disable the floor trap thing? (https://cdn.discordapp.com/attachments/1196943144009351258/1198271805283115068/office3.mp4?ex=65d0c195&is=65be4c95&hm=ec3f7ffd754dffed35dd605c0af20d19bb039cb1104eb5cc87c4d1891d782892&)
or a model of an rusty rifle from ww1
if so, it'd be cool for the person at the terminal to be able to temporarily drain the water in the sewer interior in some rooms
so if a room is flooded for example, and there's either loot or an entrance to another room in the water, the person at the terminal can temporarily drain the room for other players to go through
Added ideas 👍
who knows maybe theres a note from you major, who used to be a crew before us or a ww1 veteran who left a note for people to find to tell a little story or something like that
This one would be quite an undertaking but:
- ||a new tileset of "exterior" tiles - i.e. instead of going into a facility/manor you'd be going into a "natural" rock labyrinth, with a sky above you (though you'd want some way to prevent jetpackers from escaping on top)||
Oh interesting idea some lore you can find
Interesting but we are most likely just gonna stick to interiors but thanks for the idea will definitely note it down
oh no, I mean a set of interior tiles styled like exterior spaces - but def no worries 👍
Oh gotcha I didn't understand
for envoirement maybe we see some uniform skeletons inside the sand or something
Oh interesting definitely would add to the feel old skeleton or stuff from people
Employee and "Enlisted" bodies would make great set-dressing/scrap
after all, The Company™ isn't known to discriminate on what it buys 💀
some GI boots would make good scrap too for the military set
at least one Military tile could have some of the ship terminal machines in there, all busted with flickering screens
busted walkies and boomboxes would make good set-dressing and scrap
so would the oxygen tanks we wear / are sitting in the ship
Interesting idea I think would like newer stuff not seen yet items instead of stuff we see already
It would make sense like left over from previous crew
Ideas:
Scrap:
- and old passport of a pilot or any kind of officer, that once lived, since theres already a helmet similiar to it?
- defective grenade
- unopened rations ( food supply )
- broken or rusty bayonette
- a dusty, rusty compass
Interior:
- Some sandbags in the way or randomly around
- Some walls that might be broken due to a bombing inside
- Bullet holes or similiar to dried blood on the walls or anywhere else
- Some doors might already be open, or cannot be closed since their to old
- a complete new tile which might have a slight opening to the outside, or just an opening but the whole "opening" is full of rocks or pile of dirt, since it overgrown from the bunker site, and inside is either a broken or a rusty-old mk1 carriage gun or whatever you wanna use here
Only if the grenade has a chance of going off in your hand, like a shotgun with the safety off. Also you can throw it (but have the aforementioned risk of instant death)
lmao
I had thought of that with the bullet holes and dried blood was seeing if I could radomize a plane with texture on different parts
oh yeah the plane idea i had was maybe theres a wall side where we can see the cockpit of a crashed in plane
since its a bunker, many other things are kind not possible such as tanks or trenches or similiar things we only see outside
We had trenches in as a test before
trenches would be insanely cool
a stick grenade as a 1 handed shovel would be super funny as well
can wack for 1 damage like a shovel, 25% to explode on wack
which nation is the bunker referencing?
I don't know that will have to ask friend who is helping what the reference is but the bunker is from a set so IDK that
👍
the stuff i gave is pretty much general things that almost everyone had
could always just have it be a tile variation if you can't get that working - i.e. just have multiple copies of the same tile, each with different decals, sandbags, etc.
beside the artillery i gotta admit it was the american one i think
and yes you can tell i play to many ww games
also:
- ||a "shipyard" tile hosting a few decrepit versions of The Company™ Ship"||
- a massive tile with multiple shipping containers that you can walk between, jetpack/ladder up onto, maybe a couple are even open and have scrap in them
Demoman caber gameplay
indeed
Also added idea to the typewriter sound idea: Typewriter makes noise everytime you press a button on your keyboard
who knows maybe we can find an room where we can see lots of researcher notes about someone suriving for a while, and explaining what the creature are he seen, with pictures and some notes
I could get it working just haven't implemented that yet. Interesting how zeekers does the puddles in the maze part of the factory. it randomized the puddle textures. Then they set to a puddle layer that makes it have a splash sound. it is pretty great.
how do I read that
Can confirm loot is spawning in normal interiors
Also, the green apparatus is so cool looking. Unfortunately I didn't survive the trek back to the ship but at least I found the darn thing
Is this mod finally not suffering from desync?

oh, I see 1.3.0 had some nice changes :hmmge:
How did you fix doors not syncing? I have doors that are 99% working but they don't sync when opening and keys don't work.
Is this for my mod or are you making one?
Working on Hadal Laboratories a underwater dungeon mod, its a WIP over in mode-releases.
Oh gotcha so you have doors on the connector for each of the doorway in DunGen?
yep! It generates fine. Even animations work, just doesnt sync across clients
Ok so for locked doors and opening doors you have to do different
Cause I'm Lethal they do it this way
Hey buckaroo, do lockpickers work on your doors? uhh asking for a friend 😅
@wanton cypress Doorway Connector -> Empty with SpawnSyncedObject -> Door Prefab you have with animation and also Has to have Network Object on Root
The doorway connector has an empty gameobject that's a spawn synced object then the spawn synced object script has the door you want to sync with opening and closing
I was missing the spawnsyncedobject component!
If you have the ripped assets look at steel door map model for reference
Thank you!
And if you look at the tiles like split catwalk 2x2 they have this setup for the door connector
Also don't know if also you need to
Register Network Object with the network manager LLL seemed it pick up mine
Seriously thanks again. You have been a Major help 😁
I will experiment and see
Yeah no problem it is the problem with reverse engineering. Helps to give people advice on what I struggled with
I am gonna make a guide this week some time and drop in development resources for all the stuff I learned to help people make interiors
now both of you gotta share one scrap or little area of each other interior jk
gotta say im very happy with the place this mod is in, and how much fun its been to play with the friend group
thanks again for making this great mod y'all!
I'm not sure if that has already been reported, but me and my friend had an issue earlier where we couldn't jump or sprint when holding the apparatus and the issue would persist for a few seconds after dropping it. It only happened when we took the apparatus from this mod and no others caused this issue.
Huh weird it shouldn't have issue like that could be a desync
Will check it tho
thanks so much for all the input helps make it better and yeah that is awesome it is working with less issues then before
Any bugs or fixes I am glad to hear
Another idea for the bunkers: a safe that uses the unlocking door animation you've built and has scrap inside it
- this could either be a small object which uses a scaled down version of the aforementioned, or
- a room tile that military officers might have stored and locked things in
Also, a "field hospital" with bloddy rags and IVs and such would be terrifying to come across - could even be set as the designated Bracken room 🤔
Oh yeah a Ward center would be a good addition
Didn't think of that when making map lol
Yes to the safe room, maybe even make it like the factory locker room where you tend to find good stuff (except when no lockers generate making me a sad employee)
honestly throwing the vanilla lockers into a few tiles would be good too - soldiers gotta store stuff too
For sure that sounds great
Also had ideas for specific doors would have locked enable so you would need for sure to save a key. Would like to figure out how to make it has to generate scrap
Oh wait never mind I know how to do that
It would be the spawn synced object
Something to test now
might be uncalled for, but key variants that were military ID cards could be cool too
Like a specific one for map or are you saying different model one
i don't really know how that'd work with bunker doors that are just spin to open
they don't have like keycard slots or stuff like that
We could make a door that has like a lock for that since we just addon the wheel to the doors we have
ah I was picturing something like the vanilla electric doors being used for a "High-Security" area, and then the keycard being a literal reskin of a key just to fit the military theme a lil better
also, idk if anyone has suggested a military radio that playing The Company™ jingle, but that would go hard hearing it down a ways in the dark of a tunnel, trying to use it as a sound landmark maybe
could be scrap or could be stationary
I haven't messed with key stuff the game kind of just figures it out if there are locked doors spawn enough keys
I had more ideas coming up as i remembered a few more rooms and extras.
Scrap:
- Rusty Fork or Rusty Knife, could also be Rusty Spoon
- Rusty Cooking Pot?
- Empty Cigarette Pack
- Broken or just old and alarm rattle (which was used for gas alarms) and perhaps have an animation of using it?
- Radio Box with or without its Radio (two handed item prolly)
Interior:
- Pipes that can be seen or cables that might be no longer connected
- bathroom kind of?
- a storage with barrels inside of it, or perhaps thats where boxes of supply used to be, and now we found batched open crates with barely anything in there, and for the barrels its either oil or just water that dried out
- Radio room? could be another smaller room with a radio box on the ground, with a crushed in chair or something
Is there any common issue with desync levels from clients and host? I can't figure out why its not the same level
Fallout always has great inspo
.
A fridge would go hard for a mess area or officer's lounge
credit: Andrii Holubnychyi
Is there any way to make it so this interior is a guaranteed spawn but ONLY for a specified moon?
I think that's a thing in the config, yeah
Where is it? I tried looking there but the closest I could find was setting the spawn rate to the max 300 which says it's a 50/50 basically
Use list and put sth like rend999999,dine300,vow50
Can you go above the 300?
u can
Think of it as tickets
Ah ok. The slider's max was 300 so I thought maybe that was the highest you could do
(The scrap rarities seem a tad high in comparison to default scrap or even modded scrap... .-. ..... could be appearing a tad too much)
Only seen this interior five or six times so far, but so far no bugs and looks great :P only thing, how is loot sparsity? Is there a way to make more loot spawn if the interior spawns?
go to moons with more loot or reduce dungeon size in config to affect loot density
alright - I used this interior on March and vow, like its set to by default, and seemed to see loot pretty rarely since there seems to be a lot of walking needed to be done :P
It's an issue with all interiors last I checked. Changing size is the move until (I assume) LLL's update allows for more flexibility
You could say your dojg some experimentation
It's the only moon I've used for testing so far lol
Huge
I need
yeah working on syncing rarites and other stuff and also having just loot spawn in bunker
yes thanks for that i was wondering if i had it too high
yus
Your scrap like the canteen has like 40ish rarity, really high odds ._ .
in comparison to horns where they're like 20-25
oh is 40 high it is hard to tell with how game handles stuff 
i will next patch reduce to 20's range
will experiment also might do a rarity for moons
gotcha i will also see about just making it spawn on normal map more
can i make scrap from the moreinteriors not spawn on other dungeons?
yeah that is what i am working on instead of all spawns
that is what i was trying to do
Gotcha
did the latest update add sewers?
thats scoopys mod
Hm I see, it was a modded moon (not released yet) so I'll see if its to do with that
Seems like it affects all modded moons, actually. Or at least all that use LECore, i don't have any installed that use LLL currently
That is, the custom scrap spawning everywhere even in other interiors. Can anyone else confirm this?
ohhh
Yes you are correct
working on updated for items changing value and spawn rates found a way to only spawn in bunker
Also added typing animation to typewriter and other props getting noise or animation stuff
Haven't messed with items before so didn't know what to expect for how they spawn and value of items
i might have to many ideas for you my bad lmao
i been playing holdfast alot and lately have touched amnesia: Bunker
I can just model stuff I know how to
having ww knowledge seems to help out haha
ah cool cool
Also sketch fab exist too lots of free stuff
Yeah tons of free model reasources different sites
lol i was curious and didnt know it had like over 100 mp40 models
how do you filter for free content on sketchfab it doesnt seem to go lower then 4 dollar
@fleet cypress Free model like this all some ask is credit in project
https://sketchfab.com/3d-models/winchester-model-1897-6194ecd23344442fb23f5820f895a0d8
Winchester 1897 or m97 trench gun.
invented by American designer J. Browning. used and still used as a hunting gun, also used in small numbers during World War I and II.
It has a tubular magazine (under the barrel) for 5 rounds, uses 12-gauge ammunition
траншейное ружье Winchester 1897 года или м97.
изобретено американским конструктором Дж...
Yeah there should be a way to do it
not gonna lie this shotgun is hella op
seems like i found a model for the defective grenade https://sketchfab.com/3d-models/ww1-grenades-88f06fc7905b4be0a980a417919cb631
Some ww1 grenades i made in my free time.
German Hand- and Kugelgrenade, USA MK2 grenade
check out the artstation post: https://www.artstation.com/artwork/1x3eye - WW1 Grenades - Download Free 3D model by Thomas Vansteelandt (@thomasvansteelandt)
has 3 different nations
Ye very nice
trench shovels what an idea lmao
the compass woo
even looks the same as i remember it
Yeah some modelers are really good with that 
if you want i can try and find all the links of the requested models that i saw in this chat
Also there is a site that if you just want game asset ripped models
o
which one is that :)
it would be good if we find more polygon lookike like stuff as lethal doesnt tend to be a 4k game
The #1 source for video game models on the internet!
thanks for the links ^^
I try and not use game assets since I like to try and go most original with my own models or paid assets
So it can be different from all the other mods that are just that using other games for maps rather be our own style
true
i try to find things that are more general then seeing them in xx games
https://sketchfab.com/3d-models/world-war-ii-grenades-low-poly-113603401d744815977d98f687ddf347 low poly grenades
Oh nice
ration boxes but i noticed its 5 bucks ehh https://sketchfab.com/3d-models/us-k-ration-boxes-end-war-wwii-cb9b17b3cd7a4f37abb5a8df5029e06a
This is a model of a US army K-rations boxes set used during the end of the Second World War for soldiers on the front. The model include 3 versions of the box : Breakfast Unit (B), Dinner Unit (D) and Supper Unit (S). The models are rigged to be closed or opened.
This model will embellish your 3D scenes about the WWII and add more details to g...
https://sketchfab.com/3d-models/ww2-handheld-radio-d7e22bcf35134cd395d479ea0dc9ba90 the radio for the radio room lol
compass would go hard if it could point to ship at all times, that way on moons you're unfamiliar with it could help with finding way back
it might be broken since its an older item, but i think a compass laying for this long might be working yeah
and yeah my bad i support this interior a bunch as im a diehard fan of world war 1 and 2
unrelated but man i didnt even see this coming https://sketchfab.com/3d-models/low-poly-mp40-2b0a107a709a4004bbff310dba4af14b
Also on question of bunker scrap spawning would it better if I did
- 1️⃣ it doesn't spawn everywhere only bunker
- 2️⃣ Spawns everywhere but real low like 5 %
- 3️⃣ Spawns Real Low everywhere but always guaranteed to Appear alot in Bunker like all 9 items and more (added) appear atleast once or multiple
I intended to only be bunker but seen some people say they like it can be added to scrap pool
Current chance was 40% to 30% gonna change to 1% to 5%
All of the new items have hard edge shading. I don't know exactly how the LC shader works, but I know that plenty of items are smooth looking, while all of the new items this mod adds don't have that smooth shading.
It could be because they are low poly and not a lot of edges also looking to change item material since they are all Atlas matters to save performance which is why the bunker will probably be best performance map but not best looking
Like for whole map is under 20 materials
And only 15 textures that are 1026x1026 so it is only 15mb
The base game has plenty of low poly items.
Which ones ?
I know that in blender you can change the lighting for an object to smooth from hard, and that makes the edges look smooth.
Yes these are all premade asset we have in the 100's would be a lot to redo Mesh's and redo the UV and textures
At my fastest I have done it on a model is like 20 mins for lowpoly
So it would be. Bit to do a 100
Okay I'm at work right now, but off the top of my head, the soda can, the scrap sheet, the rubber duck. I'm sure there are more.
Gotcha thanks for the heads up 
And the feed back from people is great
Also at work too lol
What? I'm just saying that the edges are very noticeable. I'm not asking you to remake any models.
Far enough if I could change edge smoothing in unity would be awesome
There's got to be a setting that smooths the edge lighting
Yeah no worries the input you guys give helps a lot 
i kinda push to much work into your face thats why i kinda shut up for a while lmao
Ah no worries I realized making own game is a lot of work I want it to be fun for everyone 🙂
I like all the feedback good and bad. I can't say the same for my friend. LOL
I like the feed back so i can see what people don't like and why and change it so it is better for everyone

instead of saying deal with it 
true and i thank for your patience lmao since its exciting to see where this goes
the best part for me today was when shrimp spawned in bunker interior and he was easily running after me
This will be fixed with next update
who knows maybe in future we get a ww1 soldier zombie like creature from you
Item should be fixed found issue had it pulling the wrong object from prefab causing desync cause object it pulled wasn't registered right
But it still worked for some reason lol
Awesome. Thank you so much!
Added typing sound and animation to typewriter for next update gonna add one more to another item
then tweek animations and test
Update later today
👀 Oh shit, nice
Can't wait to become a double mechanical keyboard user and make Masa's crew want to cry every 6PM
Poll
Another question since the Random spawn and Guaranteed like (Apparatus Value is always 80 Credits)
Different ways to spawn have different values
Which would be better
Pick one
- 1️⃣ Random $30 = $30 Guarantee
Same value for both spawns - 2️⃣ Random $40-$50 > $ 30 Guarantee
Random is more then Guarantee - 3️⃣ Random $30 < $40 Guarantee
Guarantee is more then Random - 4️⃣ Random $50-$60 = $50 - $60 Guarantee Randomized
Both are random
!Problem
with 4️⃣ is that I have to make multiple versions of said item to pool from Item Pool for this to work instead of just one item
(Could be cool with having different colored Items like a Copper Silver Gold)
Also keep in mind the guarantee in choices 1️⃣ 2️⃣ 3️⃣ there will always be at least 9 scrap
So 9 - $30 scrap items is a lot
All guarantee Scrap add to base total for levels Scrap value
Offense is 13 min would be 13 -25 min with added and it would be min of 250 Credits to 700 Credits
Of course I will have different values for scrap like $30 army helmet and $50 Old Radio
Thanks for all Feedback
❤️
omg the animation! i love it
Looks pretty nice :D
is that how they deal with their money since their the bug mafia
It’s pretty small
I’d honestly expect the typewriter to be the same size (or at least round the same size) as the cash register
I was gonna say, looks a bit small
my thoughts exactly
major what's the bunkerlength value used when not overriding it? If it's like the override on SCP an override of 1 would end up very small as the default is 8.
i love them, they have their very own style
Mine is different a little bit setting to 1 would make only 10 to 15 tiles spawn
-1 means length is not Affected and dungeon size is from a range 1 -3
Yes I reread it.
it is that
hey major, I got the Bunker on Infernis I think but i have the config set to Vanilla
was either Infernis or Etern i forgot which, but if i have it set to vanilla in config it shouldn't spawn on modded moons right?
Yeah it is weird with vanilla setting it doesn't seem to stick to lethal standard stuff will ask baty LLL guy if it is that or I did something wrong in config
But I had worked for most of the time
I will say the list is the best thing for now unless iambaty does an update where it picks up the moons instead writing each one in
yeah im just going to set it to all for now, typically i put interiors on vanilla since i know they are more likely to work with that
Experimentaion150,Assurance150,Vow150,Offense150,March150,Rend150,Dine150,Titan150
@tall anvil set it to list and copy this and put it in
oh right thats a thing too, thanks
Makes it so 30% chance for each standard lethal company to have bunker
With 150 out of 300 chance
Since 300 would be 50% with factory in
wait, so it's what now? If I wanted it to be slightly smaller than with a setting of -1 I would have to set it to something like 7 or 6?
or do I set it to 1-2 in that case?
is that radio yours?
Yes
awesome! i found it like 5 times lmao
not the image I was looking for, but figured I'd share some more bunker inspo
Yes you would set it to 1 or 2
Is that from the Metro series?
Fallout 4
also some form of speakers/broadcast system for the bunkers would be cool, and would give set dressing like wires a reason to exist
Ah. Looked a lot like Metro 2033 to me
@vital knoll
It goes like this with the override
-1 is override length is not in use
- 0 it won't generate
- 1 will generate 1 x length+ level multiplier
- 2 double size of 1 x length + level multiplier
- 3 triple size of 1 x length+ level multiplier
So on and forth
My map has only been tested
for 1 - 3 with
Titan being the biggest 2.25
Smallest is Experimentation with 0.8 multiplier which you get about 60 to 80 tiles/rooms
So you get 150 tiles/rooms on titan most of the time
Each moon/planet has built in multiplier
👍
Also smaller then 1 might have issues with amount of scrap spawning
Ohh, so that means I can't use override to make it smaller overall?
Because you see, I use higher moon multipliers (e.g. experimentation 1.6x) to make the default interior larger but with custom interiors I feel like the tiles themselves are just much bigger which makes the entire dungeon just too vast. Takes too long to get through and loot density is pretty low.
you can it will make it smaller it with the override it is just there are 2 multipliers involved setting to 1 will make it smaller on all moons
but yes there is no universal one size map for all moons cause of two multiplers
Set to 1.5 and give it a try
Or 1 or 2 see if it feels the right size
Also the loot density should increase with update will have a min of 20 items and I can adjust things to spawn closer to entrance or farther in depending if I want more rare and hard to fine
👍
gotcha, thanks for the detailed answer 🙂 👍
Hmm... will this minimum overwrite moon minimums? Ie. if a moon has a minimum scrap of 12, will the Bunker always have 20? Cuz that feels like a slippery slope
What ever it is it will have + 9 of whatever moon but I found out I can control it with global prop I am testing it out
i think something went wrong lol
ez money
lol
I know what I got to fix I got the order of stuff switched around
More loot then you would have time to grab lol
I get this error when I set the bunker to spawn on the outpost mod (which locks me on the game showing the seed). Is it possible to tell which one is at fault from this:
them big rooms seem awful for loot
What mods do you have Cause it saying it couldn't patch the fire exits if that is something with the moon it might also affect SCP and Scoopys
Since LethalLevelLoader is the same thing we all use for multiple fire exits
I dont have the scp interior but I do have scoopy's
Ill try to set it to the dungeon and see if the same error happens
It could just be the way the moon has the fire exits setup
If you have profile ID code I can test when I get a chance
oh do you mean the modpack code?
Yes
its pretty fat if thats alright 140 ish mods
I wouldnt want to test it if I were someone else lmao
Yeah I test those alot so no worries
I get 200's sometimes
LE problem
Scarlet devil mansion had a conflict with hoarder buddy. Do you use that mod?
does anyone know how to set modded dungeons to modded moons and vanilla moons?
Use the moon's name from the terminal
For which modded dungeons
Sewers Bunker and Office
018d80c2-fbc9-63ed-bedb-96127b3a51d9
Set to list in config and with this layout
Experimentaion150,Assurance150,Vow150,Offense150,March150,Rend150,Dine150,Titan150
gotcha
for scoopy's you can write down the name you use to go there. For office you have to use the internal name, so ExperimentationLevel or something for experimentation. Fortunately most modded moons just use their screen names as internal names so it shouldnt be a problem
and yeah in the format major put
if you want something gauranteed put it to something like 99999
almost done with update should be about 20 - 40 mins
atleast is what i am hoping that i got all bugs fixed
is celest not working?
hmm ?
or do you have trouble with it since ya need 99999
i haven't tested recently
you might have misspelled it
yes i know i missed spelled it lol
interesting moon tho
am closer now that it is not spawning 800 items lol
missed the memo, but wondering what's the update, is it mostly bugs fixing?
i will post in a bit i am finishing up stuff will do a
3 New animations to Items
Changes to scrap spawning more in bunker and
small adjustment to scrap values
keep getting delayed cause people asking for help making there own interior lol
yooo animations to scrapss? 😳 and appreciate the higher density of loots!! we were also a bit struggling to get a decent amount
bruhh 😂
but your help will go a lot along the way, more interiors coming win-win
Also notice this "config syncing" is it that you going to start using the CSync thing?
no i don't think i will do the CSync i would rather have it on my own unless other moders say it easier
but Config sync would be much help
Oohh ookay got it, but im guessing the purpose is the same is it? That the clients will cater to host's configs like the rarity of the interiors?
yeah i think we all want the config snyc to work better for interiors and moons alike
genuinely will be appreciated!! i really wanna change the config so bad but idw to bother my friends to change it too to avoid desync.. 😔
it look fairly simple to set up but it is basically net code stuff i haven't touched
it's so much easier
now that the initial quirks are done it's unbelievably nice
few more bugs in testing fixing them and then uploading
More Interiors [2.1.0] - Major_And_Skiz
2.1.0
- Added New Animation to Scrap OldRadio,RockingHorse,TypeWriter
- Reduced Global Moons Spawns to 1% Chance
- Custom Scrap Always Spawns on Bunker
- Changes Scrap Values General Increase
- Minor Bug Fix with Apparatus
awesome 🙏
if you have a modpack, you can somewhat force them to use an updated config file
Oohhh, wait how does it work though, I just think the only way is to make them do it manually or by just giving them thunderstore codes, I'd do the codes tbh but it sucks cause I have my bloated profile with personal client mods so idw to bother their profile either
here is the new animations
Is the audio from the radio a new thing too? Ip picked it up yesterday but didnt have the sound
yes all new stuff
was trying to walkie talkie chatter but went with this couldn't get it to work
so modpacks, you kind of upload them to thunderstore and once you do, your friends just have to download that modpack so it becomes part of that profile. modpacks are pretty much the best way so that your friends dont have to edit config every single time as well as the host of that modpack to do the configs he wants every single time it updates.
basically what i did was i MANUALLY downloaded a random modpack, then looked at the zip file it gave me. then i tried to understand how it worked, basically you need to know the dependency string of the mods and such.
Damn this looks good ngl
like an actual walkie talkie function?
yes it wasn't working right so i shelved it for now
Like the vanilla phone on pickup or more like robot that's constantly making noise?
ah an actual walkie
damn that would be cool
yes wanted to make it like you can hear over radio but couldn't talk and it would be garbled
aaa interesting, tbh I never knew the configs can stick to a modpack tho, even if you update it in the middle of a run, your friends are forced to update the config along too
at that point, one would just sell the scrap to buy the walkie-talkie xd
vanilla is already garbled as is if you're playing with people with 5 dollar mics😭 joking obv great idea
dang, I was gonna suggest exactly that when I found one
it would stick until:
- person overwrites it
- mod overwrites it
Pretty much only sticks as long as no outside force touches it
yes you are right i thought it would be cool you just started hearing voices walking thur not expecting it
somewhat handsfree radio for the ship boy too
https://youtu.be/B7aSDu6Qh6U?si=jc4OpgFXyKnNUkIU
me when bunker walkie
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LMAOo that'd definitely hapen, but yeah it'll be really cool to have the radio having a very distinctive audio filter of the walkies
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alright heading to bed let me know if something breaks when i wake up lol
dem timezones
maybe add to your name Major_MoreInteriors or something, theres indeed 2 other people named major and make mods rip
New Ideas:
small tunnels you can only crouch-walk in
- could have scrap inside
- just tall enough for a Hoarding bug to enter
- could be a hiding spot, but you'll trap yourself
vertical tunnels w/ ladders
- large enough for you to fall through
- large enough for enemies to follow you down
snare flees can travel there as well
i think if somewhere has a navmesh then everything can enter it, so if you have the small hiding spots you either have nothing be able to enter or everything be able to enter
snare flees god
surely enemies have a hitbox though and can't enter areas they physically cant fit 🤔
Like that new area in the facility with a iron thing
You can duck and go under
Had juked a thumper like that because he could not pursue me
Go under I mean
lmao, I guess there's also just the option to not include navmesh - players will be able to walk in regardless, like how we can walk on objects, but enemies wont be able to get in
again, you'd just end up trapping yourself so it wouldnt offer much of a gameplay advantage
i've only seen that apply for forest giants
no other enemy
Small tunnel you have to crouch walk in is actually a great idea
I put free in config and still got bunker in titan
Yeah working on fixing the standard lethal company configs stuff currently list works the best working with I am batty to see if there is a way to sync configs
i'll use list then ty
experimentation300,assurance300,vow300,offense300,march300
is this correct?
Yep 👍
Also biggest thing with config syncing is if you change it in game you can just hit play and everyone else's should match whoever is hosting with out needing to restart at least for some mods
It would be so awesome if I got it working would cut down resharing every change to config
it would be convenient but it's not too big of a deal
every dungeon mod uses different naming format?
in LC_Office config, the examples written are "TitanLevel,RendLevel,DineLevel"
im working on interior chances, and i been putting bunker inside the most so far hehe
Hmm
So it's supposed to register moon name Asteroid13 with rarity 100, but obviously the system rn starts checking rarity as soon as there's numbers
Any way around that?
It might work just registering to Asteroid but am unsure
Oh so moonname is astroid13 and you are just trying to register as a 100
I think Astroid13Level100 should work
Does the code just ignore Level?
Ye it should
Do we no longer need the MoreInteriors.dll file?
I noticed it wasn't included in the package anymore
Major can you make the scrap change a config, please? 😇 I was quite happy with loot density after reducing the generation size yesterday but now with the change I think it's too much loot and very dense.
the most recent zip file only has 2 of the 3 files I've traditionally had in my moreinteriors directory
buddy, MoreInteriors.dll IS the mod
Yeah, and it's not in the most recent version on thunderstore.
Makes sense. but it's a range of how many you get min of 7 max of 23
Its right there?
Am I missing something ?
You changed the file name as of 2.0.0
Yes
so there's moreinteriors.dll in < 2.0.0
and MoreinteriorsDunGen.dll > 2.0.0
so now I have two which is why I asked if we no longer need MoreInteriors.dll
I don't know if Thunderstore clears out files when they're cycled out of packages but any manual installs are going to wind up with two dlls
Wut huh I didn't change the name or anything are you doing manual
Hmm let me check
I can delete the duplicate but I wanted to give you a heads up about the change because other people might not notice, and if they're existing users from before v2.0.0 and manually managing their mods, they may get two copies of your dll and get weird game behavior as a result and have a hard time reporting why it's doing that.
have you also ever considered doing ship decorations?
For now I will investigate but the names are all MoreInteriorsDunGen and The library moreinterior_DunGen
I don't see how it can be the right one but I will check when I get to my PC I checked on website with phone it seems fine so I wouldn't delete anything if it runs fine
I mean the game may try to load both the old version and the new one concurrently
If is giving issue having the other one in folder that is weird but no one since recent download besides you has had issue. But thanks for the report will look at it
🙂👍
I'd prefer a simple toggle whether MoreInteriors changes the scrap amount or not. I set min / max scrap amount via different means on a per moon basis.
Yeah i don't know how the launcher does I think it would just replace the whole folder 🤔
That is what it was before maps would config how much scrap but I made mine only bunker specific beside 1% chance to spawn outside of bunker
I will see about a config but I do want to make it so less people have to config everything like main game
But I guess it doesn't hurt to put in sliders for changes
oh no that's fine I think I'm talking about the overall loot amount. Did you not change that? Because I just got like 1300 scrap value on assurance where I'd been expecting something like 400-600 maybe 700 with bee hives.
i am sorry about earlier you are correct the MoreInteriors is old one and new one is MoreInteriorsDunGen and the r2modman launcher will overwrite the whole folder with what changes
so manual will have to remove old one but i had both in the folder it seemed to not have issue or that could be the launcher knows the new version so i uses that one
but i play a couple rounds it doesn't seem to affect but i am not manual
i was tripping up since i didn't sleep well LOL
😂 
@gray lance i will put it in change log next upload so it will state from 1.3.2 version forward assembly name changed to new name MoreInteriorsDunGen

BTW Major, changing to "Asteroid13Level" did not work, but changing it to just "Asteroid" did at least for now
If you want to check into that feel free, figured I'd just throw that report in here
I know SCP and SDM do "Asteroid13@100" separated by an @ to prevent stuff like that, but that's totally up to you ultimately
SCPs code is open so you can even yoink it if you need
Though the latest LLL update might handle that stuff now? I forgot if that was a part of the update
I presume you mean after the latest LLL update stops being on fire
jkjkjk ily batby if you see this
oooh did you guys add the new scrap?
does that not work for mine since i am using same thing
will try on my end
yes
noice
hi major
cool, did you use lethallib?
i might have broken your mod a tiny bit 😔
W mans
It might, I don't know if y'alls config code is exactly the same
Lmk when you test it, am working on cosmetics rn
hmm ?
Oh is THAT why I had to downgrade lethallevelloader?!
I updated it, item ids shuffled and assurance wouldn't load
yeah i haven't upgrade to the new stuff
Ah.
they posted a new update and are working out bugs i will see if i can move to new and have it working
how is progess on sewers?
holding off for now but close maybe another week but busy at moment since update to LLL having to patch
don't know alot since friend is busy i say a week but could be more
all good, take your guyses time. Just wanted to ask out of cuiryosity
I like the sewers, a coilhead got stuck
that makes me happy
Just realized that was scoopys sewers :omegakek:
lol
either way, I'm far more happy with the bunker (not that I wasn't before), stability has been :chefkiss:
I honestly prefer it over factory in terms of being efficient
More Interiors [2.2.0] - Major_And_Skiz
2.2.0
- Patch for LLL Dependency Update
- Changes to Scrap SpawnRates
- Changes to DungeonSize
might be more patches in the future
what's the dungeonsize change?
from max 1 to 3 to 1 to 2 will be smaller by maybe 5 to 7 tiles
but can be overided in the config
setting this to above 2 like 2.5 or bigger with make dungeon bigger
not by much is still some amount smaller so that's good enough
I mean, it's already tedious enough to explore a dungeon fully
How big do people want it lmao
with you setting it to 1 in yours means it won't affect yours
oh
the generation is the same just in script it will be a range from 1 to 2
this is reduced
went from about over a 100 to this 89
Navmesh
triggered
Pretty moderately sized, I like it
Ignore this
this one is about a 103
yeah hense the length for dungeons
they build out like a tree
Yeah, that makes sense
I guess it's more of, the smaller one looks bigger because it's very compact with a lot of nooks and crannies
But longer seems easier to transverse
the second pic also has more floors too like a up and a down floor
Ooo
we try and have multi floors
just small chace for it to happen
the sewer will be a bigger chance for floors
since we have 3 floor stair case
so it can attach from top or middle or bottom
Hopefully it isn't flawed like scoopy sewer
Ladder to get in but you can't get out 2 handed items....
Which is counter intuitive...
gotcha it is more of like maintence and sewer combined
wish i had pic of stairs the stairs are cool
This looks cool
this can happen just rare for this like 4 floors
ye it is in progress waiting for friend to get what they need done but trying not to burn them out since bunker was almost a month straight lol
Yeah I hear that
The big issue with ladders in dungeons is that you can't carry 2 handed items on them without an extra mod installed
just means a choice has to get made if you do find yourself in a tile where the ONLY way back out is via a ladder AND you've found a 2-handed scrap:
- do you spend more time looking for a potential way out that lets you keep the scrap?
- do you abandon the scrap in favor of getting out the way you came?
- do you co-ordinate a teleport out? (a lot of mods let you keep at least the held item when TP'd)
Personally I think it'd be a rare enough scenario that it doesn't need to be worried about, plus as outlined above it just adds a decision to the dungeon like any other tile with a jump or locked doors
imo it's more of an annoying hindrance than an enjoyable new decision making mechanic. What if the two handed item is in a dead end and the only way back requires a ladder? That loot is now hardlocked unless you have an extra mod to carry it on a ladder or keep it when tp-ing. To me, that's just not very polished.
I've already experienced it several times on the sewer dungeon as the entrance has a ladder. I'll quickly find several 2 handed items but I would have to go substantially further to find the fire exit to get them out, which in 98% of cases, is not worth it and too risky.
I can see that being a bigger issue in the scenario you mention with the sewer dungeon since you HAVE to go that way to get out, or go look much further for the fire exit, but i think the impact would be much less for a single random tile which will probably have another way out and even if it doesnt then you're really only making a decision about 1 maybe two pieces of loot max
lethal company is not founded on being fair 100% of the time. sometimes scrap is in a spot that makes it harder to get. thats when you make the decision to leave or take the time to try and take it with you
imagine when scrap betrays you instead
I am waiting for a Mimic mod that has "scrap" attack you
kinda exists
The mask technically
or the mask yeah
this mod disguises as a fake item, if you touch it, dead
if you find the button itself its another story
I suppose, but I meant more in the sense of "this thing is pretending to be a Big Bolt, and when you go to pick it up it bites you for 10 HP and then scurries off"
Ik im just being technical
This is true. It can very much depend on how that tile is implemented. Like having a ladder as the entrance is not very ideal at all as it forces use of fire exits tk get certain loot, however having multiple ladder tiles throughout the dungeon could potentially hardlock all two handed items if the implementation is poorly done
Essentially you'd need to ensure that the dungeon doesn't extend too far with a dead end beyond each ladder tile
that part of it is so fucking funny cuz we just kept going back to eachothers bodies and finding the item and grabbing it again bcuz we didnt know what was killing the other person
we ended up removing it/reducing the chance to like, a 2% chance
this was before we knew the value shows that it's a fake item lmao (im p sure it says "value: ???" now)
looks like after new LLL update bunker interior doesn't show up for me, even with "bunker guaranteed" option
it's very broken right now tbh, so i'm gonna downgrade LLL and more interiors yet
On a vanilla or modded moon
both
F
Yeah I plan to try and do a patch to fix config and make it sync
And get rid of bunker guarantee since you can just do it thru list
Yeah I agree which is why our dungeon do stairs and outside does ladders
Probably won't do ladders for interiors
What are your plans for the next interior?
Plan for config
- list will just change to just bunkermoons name
- removing bunkerguaranteeoveride
option you can just type 9999 - gonna be just the Three for basic dungeon
- add more options to customize dungeon settings example (change scrap amount per interior, change amount of certain scrap )
- add config sync
And let me know if other custom stuff that would be nice to config
Sewer maintenance tunnels
#1196710290457382953 message
After that I don't know lol
Scoopy beat you to that one lol
It's funny cause we both sort of had it thought out before hand and my friend is also getting advise on how to do the water wave stuff from Scoopy
But they are different in there own way
I just hope you go for a different look from what scoopy did
Also I'm finding the current sewer interior a bit hard to assign to moons, it's not the sort of environment you can see being on most moons vanilla or modded
But that one looks way more industrial which makes it fit a lot better
Awesome
The link has more pictures
#1196710290457382953 message
We are working on big room transition areas so it is not all same size doors like bunker
Kinda feels like the moreinteriors sewer is the upper outdoor/almost outdoor segment and scoopys is the belowground network. Think that was said before but they kinda feel like they'd mesh together
Like a giant abandoned sewer maintenance plant
You're just visiting different sections of the plant on any given day
Ladders are fine as long as there is also a way to get up without the ladder. This can be a longer route with stairs, or maybe a gap jump, or some boxes to climb on. Ladders can fit thematicly, so don't feel that you can't use them, just make sure they aren't the only way back.
This just makes Masa want a mod that creates a 'deep interior', which is a second interior you can go to by finding a 'deep door'... If you really have the time to spare for a second interior in game ofc--
As a probably harder solution (one suggested to Scoopy), maybe a "scrap elevator that teleports scrap placed on it to the top but takes a few seconds to operate a crank or something
lol like a bucked and a winch with a rope
Alternatively I wonder how hard it would be to create a custom moon that generates two dungeons of different types
Idk how the backend of all this works
that could be possible but i think would change how fast you be running around since you would have to focus on that while fighting off monsters
at least for the scrap elevator things
I'm just imagining knowing there's a bracken nearby, winding the winch and fearing the snap.
I think I heard that LLL was going to add support for multiple dungeons on the same moon.
That would be sick- a moon with a small exterior and two (small) dungeons would be refreshing
The real question is how do they connect to eachother?
would need a special door to tp to next tile i would think
I just started dabbling in custom moons
since all dungen stuff everyone can have there own doorway size
I would assume just use the code for fire exits to connect from one door to another.
Or maybe just keep the actual dungeons separate
One fire exit leads to a fire exit of another dungeon deeper
OH
'n if they just use that code - they could change it from being a "Fire Exit" to being a normal looking (or magical looking, whatever way) door
Just have the two fire exits be next to each other and out of normal reach?
hmm i don't think that would be good since everyone that plays lethal would think that leaves the map
for fire exits
Yeh- hence the next message 😅
Change the door - or they could use the generation procedures to connect hallways
so the hallway of one dungeon could chain to the hallway of another - and they can only connect via. specific tiles that allow for long extensions away from the "main" or "first" dungeon and connect to a 2nd one
but they have to connect via. door - to hide odd connections
I think a new door makes sense, but there should be more than one
I sort of wish there were like... protocols... procedures?... algorithms to ensure the facility generates more "full"
we all know the darn facility, mansion, etc - all generates like it's just 1 hallway with a few branches
We should move this deep dungeon idea to the ideas forum
Or you could have two separate segments of the exterior. Just make the second main entrance next to the first fire escape in an inaccessible area outside
and i know someone could chime in and say there is a mod or two that does this-or-that that causes the generation to be more "connected" and contained - but I want that generation base game.
That would require the maps to be updated or modified to fit
unless the inaccessible area is like - not even on the main map
?
but just some "outside" bit elsewhere
do ye know what you stated here? 😅
if the second main entrance is near a first fire escape in an inaccessible area - you require this generation mod to create this new area for the basegame moons
I'm talking a custom moon
oh yeah custom ones are fine
Sorry
but the default moons won't have 2 dungeons? . ,.
I think I'm cooking but the recipe isn't giving exact measurements
We could have it to where the fire exits can pull from any fire exit spawn location... so like, main entrance goes to dungeon 1 - but fire exit of experimentation goes to dungeon 2
This would be a special feature of that specific moon.
the fire exit isn't the "only" entrance to dungeon 2 - but I feel like that'd give multiple fire exit testing a worth attempt in many-fire-exit moons
it'd also reduce the odds fire exits are just next to each other <~<
I swear the code is made to try to shove as many real fire exits near each other as possible
also with new LLL and more interiors update you can simulate chance the other interiors have to spawn on moons
typing simulate and moon name (Aquatis) or (offense)
I'm gonna put together this moon idea for mod ideas
...actually maybe best to wait till lll confirms to have that feature
The Backrooms is practically a interior that spawns as secondary dungeon far below the first interior, so having a second dungeon generate along is possible
God would love to one day see Major's sewer layout move into Scoopy's sewer layout
is this layout gonna be more like an actual sized one or is it gonna be a half life like sewers like what scoopy has, since you shown the image of a bigger sewer facility
If anyone still want to talk about deep dungeons let's move it over to a idea forum if we're lucky a moder will see it
Kinda looks more like actual size where we sometimes walk on/in sewer pipes
That is cool as fuck
Yoo you made the asparagus green?
still want the bunker apparatus to be called "mechanism" or something
Does the latest patch still work with LLL 1.0.7?
@patent shore No since the things in 1.0.7 are different from new LLL some so to used bunker with 1.0.7 you would use 2.1.0
Everyone working on updates
expressing a worry i have with this mod! i havent checked if anyone else has said this b/c.. i have noidea how to search in channels like this
getting the bunker on a place like, say, titan, for the most extreme example..
the mod starts spawning the bunker specific loot alot, which feels like it may be kind of cheap compared to alot of the loot you should be finding on those late game moons
I am so confused what's going on with LLL everyone saying it's broke but everything seems MOSTLY fine on my end, looking for more info 😛
it was broke i believe
past tense
Was very incompatible with a lot of things at the start of yesterday's release but got patched up so it's playing nice with most mods now
Ye I am adjusting it working on getting just bunker to spawn items since I tried to get them to work with custom item groups but would spawn everywhere
Basically doing a work around for bunker but I find it fine since bunker is typically bigger
Min is 5 and max is 16 for 8 items
1-2 army helmet
0-3 army canteen
1-2 gramophone
1-2 Oldradio
1-2 Rocking horse
1-2 Typewriter
0-2 WheelRim
0-2 Wire spool
These are current spawn rates with also a 1% chance for spawning out side map
does bunker scrap generate independently of noraml scrap?
At the moment yes
i see.. in that case, it doesnt really take away from the rest of the scrap then
if anything, its a bonus, LOL
Yes that is what I was going for
Also for the scrap item groups weren't working but recent LLL update fixed that so before it would be just be 18 total
Now it's
13 - 40 so I might have to readjust
Glad the spawns are working tho
Also values are set per item in credits
Army canteen = 36
Army Helmet = 43
Gramophone = 58
Old Radio = 52
Rocking Horse = 64
Typewriter = 47
WheelRim = 36
WireSpool = 22
Working on making this random range instead of just static number
Hey Major, you looking for uses for some of these items? Because you could maybe have the wire spool be used as a makeshift tripwire (That can trip over Coilheads, Brackens, Nutcrackers & Masks/Players) in exchange for taking away most of its value 👀
Just giving out a idea since you have the wire scrap and Masa had the idea written out somewhere ✨
Titan tends to spawn cheap loot anyway. The advantage of titan is that it spawns a lot of loot. Like 5x what experimentation does. But it's loot is less valuable than Assurance, Dine, or Rend.
Assurance actually has the most valuable loot per item. It just that the total number of loot items is relatively low.
did not know this actually LOL
Some modded moons might have higher value, but otherwise. Yeah.
Think better use would be like a slow effect like crawling thru razor wire
But great idea still 
True, just mainly thought of Nutcrackers & Coilheads tbh. With Nutcrackers retreating back into their shell and Coilheads just tripping over after tippy tapping towards you at mach 10
Would be absolutely hillarious to hear the scariest tap noises ever, turn around with a near heart attack and then just. Like. Coilhead planking on the ground lol
Youre welcome for the idea ✨ Most of Masa's ideas are probably all out of range for what LC can die but Masa likes to keep the ambition up in the ideas regardless :3
Currently (for me) whenever a moon loads the bunker dungeon, it has about twice the amount of loot it normally should have. So experimentation generates around 20 objects when the max is supposed to be 12. Is this intentional?
Another reason Assurance is my best friend. Can't believe I dealt with March BS for so long, the fire escape bonus is a lie
Yes just for bunker working on making it scrap try and match total moons value
Wanted bunker specific scrap rather then add to pool of scrap
But doesn't it kind of break the progression if the bunker gives you scrap levels on the free moons that nearly rival Rend or Dine?
Or does the massive size of the bunker help even things out
March works out wehen there's Bees, and you have at least 5 people. 1 person get's bee duty, and the other 4 split up, having a person go to each fire exit, and the main entrance, to cover as much ground as possible as quickly as possible. If you get 7 or more, get an inverse teleporter, and start sending the extras into the unknown.
Yeah... I was under the impression it was good for solo because you could go exit to exit and never be too far in to escape if need be
It's not
Indeed. March is solid with many people - can cover a LOT of ground internally with the 4 entryway points.
Yeah, I'd never go March solo. Assurance all the way, and occasionally offense or Experimentation depending on the weather.
what version should I allow for lethal level loader?
I heard 1.0.7 is the mos stable rn?
or most compatible
plz help
I would just leave LLL on 1.0.7 for stability for now. Some mods are a starting to update to the latest LLL tho.
yeah my pack only uses one LE moon and other than that its relatively stable now if you manually override stuff and hand pick enemies
@solar topaz ye working on updates but i have mine working currently from what i have tested
Which is great! it's just my modpack has moons that use LLL and LEcore. Also like 5 interior mods as well sheesh and I think I need all of them to update to the latest LLL to work and stablize? I think. So I'm making sure they're stable until pretty much they ALL need the latest LLL.
yep just got a crash from the boonker
ye will take a look got log ?
did you send right log lol
i updated last night
it would appear that the bunker attempted to be loaded and it had a tile that couldn't load
i can update again soon
I'm in 2.2.0
ye but then LLL posted update after i updated i need to proply patch lol
maybe, I'm in the most recent LLL
👍
working on it
is it because of override you did maybe bump it up some like 1.3
will see about changing stuff
What, the size?
sorry it was saying the length override but i will just adjust the bunker in editor and keep it at 1
is this the auto config
No, it was default in your config and I override it here to that
i could try and do that for mine
oh
gotcha will do a overhaul of config on my side
Its stuff like this, plus people dying on the parkout jumps, that makes me really wish having some kind of rope or hook to pull items up or ferry them down would be useful
Gonna add a new tile and more with stuff with upcoming
Also changed how it generates inside gonna be more connected path ways
Reduced overall size and gonna make it only a 1 - 1 for min and max size and let moons handle multipler
So you will get anywhere from
43 to 89 tiles to with titan 2.25 90 - 126 I think I have seen as highest
Also are people still having issues I haven't seen people say anything?
When
I am hoping tomorrow
Will have a more firm answer tonight
Which is about 8 hrs from now when I get off work
Awesome take your time
YESSS
THANK YOU!
Shit was a labyrinth
Honestly the worst tiles are the rock ones
they usually lead to numerous hallways, with 0 doorways along their paths
which isn't bad - until you're introduced to coilhead
Oh also gonna a add wall stuff to each of the connectors with random text and or stuff that will say
For example the 4 way tile and or 5 way junction will say junction or connector A-7 or G-5 I want to make it so you can navigate by saying those and I will make it so there are no repeating letter number combos
That ... is a challenge
good luck o ,o
Not that big i would just need maybe 20 or so different text for only the connectors since the rooms like barracks there is only 1 of
Had Idea from streamer I was watching saying it
Yes I made it have more loops so less dead ends and can connect back to existing paths
how about I throw an idea into the mix potentially- Since it's abandoned/old, have the text be on something engraved but screwed into the hallway/room like a plate/sign. Have some of them spawn in detached from where they're "supposed to be" and on the ground either below it or somewhere nearby as if it was kicked away. .- .
there, added challenge . ,./
forces the player needing to use these with a coil head in tow - have to look down or look away from eye/head-level signs in order to read one or two.
Titan 2.25x multiplier Total tiles = 120 tiles this is about max i have seen
March 1.3x multiplier Total tiles = 72 tiles
Experimentation 1x multiplier Total Tiles = 55 tiles
Im hopinh the new tile sets add more military type stuff, like tanks and guns as decoration
a shooting range
ye i have an armory/ shooting range i am working on while friend does sewer stuff
might have some broken guns as scrap and also would have more decoration in general
awseome sounds great
broken turrets would go hard
A functioning frag grenade would be pretty cool
Probably not super op either
As long as you have to find it
"Think fast chucklenuts!" Frags lootbug after he took my whoopie cushion
should never forget the prison part or like boxes where people are keept in
@peak scaffold @shell bloom @solar topaz I should clear up when I say stuff like maybe and might add I mean will see if the test will work and checks out with friend since we don't want to keep adding before we finish sewer but I love the feed back and ideas glad to see you all like it
❤️
broken turret that suddenly reactivates when you try to grab it
Ah no worries
makeshift frag grenade
sounds good
also the facility keeps spawning instead of a bunker for me on a custom moon
tested it 3 times now, happened everytime
what weight do you have for the bunker on the custom moon
hey no worries man, just enjoying seeing the process and throwing a few ideas in - if they stick, great, if not 🤷♂️ 👍
99999
worked fine before
what version do you have LLL on
1.0.7
seems to be for every mmoon I want bunker to spawn on
what version do you have more interiors on
latest
try downgrading more interiors to 2.1.0
alr
fixed it
but realized that the moon and interior is more laggy with bunker
rather than facility
Yeah 2.2.0 only works for latest LLL since there is depreciate stuff in new version
That the old ones have
So only 1.0.7 works with 2.1.0
Hmm oh weird
Interior Detail Idea: Turbine/Fan
- slowly moving
- separates two large tiles (or is 1 large tile with a giant fan in the middle)
- at least larger than a player, probably at least the same height as a vanilla hallway tile
- could just take the model from the vanilla "facility" interior entryway ceiling, flip 90 degrees
- would cast sick shadows
or it could be a hazard? slow moving fan that deals damage but seperates two rooms
While a cool idea, does this make sense in a bunker that mostly has WW1 aesthetics?
I dont mean that exact image, but absolutely a bunker of any kind should have some ventilation going on
and big fans make sense for big corridors
and look cool
You're not wrong, but considering that vents are already an extant game mechanic I didn't wanna add more vents in and add any confusion- that said, some kinda room focused around airflow isn't a terrible idea
main entrance room for the vanilla facility uses a big ol fan overhead, so I doubt it'd add any confusion really
I just meant around adding extra vents, but I getcha
Yeah I getcha but I agree with Skiz there is already a vent system I did mess around with different vent ideas but the vents we got fit the use case
But I also guess the factory kind of does both lol with the fan above in the entrance
I also thought of that too and have just little bugs or rats run across
Some non hostile mobs
would be the second interior that has alternations since sdm has an X on the ground
rats would make sense these nasty creatures always are there lol
could definitely be cool - could even be achieved using just models rather than programing a mob I think 🤔
rats or rad-roaches from Fallout would fit perfectly
oh yeah roaches!
Could also just be a particle for bugs
or some plant shit
but eh
what if you have some ghosty figures standing and starring at people since people prolly died there and never got found
however the Locusts outside work might be an option for interior bugs
True hmm
the particle idea from wesley was simply stated as
"put an emitter of particles where you think dungeon gets generated"
Oh nice
some dust flows could swarm around as your interior has alot of sand
maybe prolly impossible, random sand drops because it might not be always the most stable areas
i put your bunker interior with high procent in most of my moons
i know it might be to early but which moons do you think your sewers would fit in from your view?
areas with dust would be fitting
also implementing a few pipes in places to have the opportunity for the "burst valve" mechanic from the vanilla facility could work nicely
imagine an event happening where one path in the rocky areas gets shut off
Broken gun should explode on left click. Technically a ||voices of the the void|| reference but also just a good idea to punish anyone who thought they were getting an actual gun
LOL
make it a decently small change, arson has a good chance to bite back when you press it and deals like way too much damage :p smthn like 30 lol
Hmm
ooh yeah, that would be cool
The rat
But what about
true
that is the most simpliest rat i have seen so far
just add some white dots and its perfect
petition to give you the modderrole 👀
I kinda want this as a mod now, just aesthetic rats that run around and do nothing
a rat that runs up to you and makes a bunch of noise would be so funny
hearing my friends curse the rat through the hallway would be peak
Honestly the rat gave me the idea for #1205638516734959618 lol
whats wild is i was working on a horror game with some friends at the beginning of last year that was going to be about see how deep you could go on an elevator while avoding unique enemies with unique ways to avoid them. we were gonna have a lot enemies based on sound (something lethal company doesn't really have not inside the facility at least) and rats were gonna be something you had to deal with constantly cause theyd rat out your location
That's pretty interesting
I can do a rat I already done a rat ai
Or I have one at least not done from scratch
Nice
omg yes please
rats!
i think what i will do is have a separate mod profile and project for the Ideas stuff and keep the current one only for updates that we publish that way it doesn't affect the current build of stuff
Did you look into the crash I got loading the bunker in?
yeah it failed to generate at 1 so i am redoing the generation so at 1 it is small and won't fail since its missing things
I do unironically need it, but I don't like bothering people ahahahaha
Ahh I see, so it wasn’t picking the necessary tiles
ye i am redoing it so it works better at lower and bigger numbers
Cool, I solo a lot, may literally copy paste my profile but just have smaller interiors lol
Oh didn't know that was a problem?
Maybe it just never happened to me
Also... what about a config for the energy core scrap value? To make compatibility with facility meldown easier players can just alter the value themselves
I don't know
I just think the energy core is cool AF, it's nice to see another variant of the apparatus
sure that could be possible
yeah i will do a different model to you can get
it will swap between randomly
Energy core doesn't inherit all the properties of the lung?
I would think the price override from fm would affect it
i have the moons set to all and i have the rarity at 300 but after a couple hours of playing i still havent found it
facility meltdown should override the value already
what version off more interiors are you on, and what version of LLL
Oh, I thought it didn't. Idk where exactly I thought that was the case but I've never actually gotten an energy core and survived
I might be wrong, but im pretty sure you have to downgrade more interiors to 2.10 and LLL to 1.07
@nimble patrol is that the case?
that is correct do you have other moons in too
yeah i do
sorry other interiors i mean
yes
in terminal if you type simulate moon name > simulate offense does it appear with bunker in it for the ones you set
send me the profile i can take look real quick
code
will be faster

alright one second
wait you can check probability?
Oohhh it's LLL thing
ye
018d9146-8b01-6966-0053-6533670ce580
Restarting PC
but in the mean time is your config set to list or all
Ok gotcha 👍
looks like the bug from yesterday is preventing me from downloading this mod
with the thunderstore
i can get 1.1.5 but not this one
i tried to use the simulate command but it wont work for me
yeah it is for the atlas moon
should i try disabling that?
no that shouldn't be the problem it just i can't get to it download
thank god i'm not the only one
This has been happening to me and 4 of my friends for a couple days now
along with Kast
and the 2nd most recent version of advancedcompany
'I fixed it by installing a VPN
yeah i checked the support thunderstore is having bugs currently
not like the other time where people couldn't upload
but some don't download
thje 2nd most recent versions of AdvancedCompany and Egypt have this issue too
do you have Google Fiber by chance?
or live in utah-ish area?
you can try this set to list and paste this and add moons in
the only thing could suggest is doing this to increase rarity
Experimentaion300,Assurance300,Vow300,Offense300,March300,Rend300,Dine300,Titan300
not trying to doxx lol
just realized thats a weird question
but i cant tell if its ISP or regional
US Pacific Time Zone
gotcha
Because I've gotten a few people from other areas to download those just fine
hence the VPN solution
yeah weird tho
agreed, super weird
is there a channel / location I can track the issue?
or where their support may message in the future at least
yeah the thunderstore discord
thanks
if i add modded moons to the list will i add them based on how theyre named in the terminal?
yes
like Kast is Kast300
i can try and make the slider go over 300 if that helps with other stuff
ill try to add some moons real quick
i definite want to make it so it picks up the moons adds to the config and you can just put in the value to the moons with out all the extra typing
ok i check with the moons that were in your pack and it seems that the default setting for my all and other stuff aren't working only one is working is list
must have broke the config last update besides list
yeah it all works fine when i add them manually
